slopes solides i a cagar
This commit is contained in:
@@ -1,6 +1,5 @@
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room:
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room:
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bgColor: 1
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bgColor: 1
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border: 0
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tileSetFile: standard.gif
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tileSetFile: standard.gif
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# Conexiones de la habitación (null = sin conexión)
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# Conexiones de la habitación (null = sin conexión)
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@@ -36,11 +35,11 @@ tilemap:
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- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 116, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
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- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 116, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
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- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 116, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
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- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 116, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
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- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 116, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
- [33, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 116, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
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- [7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 8, 545, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
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- [7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 8, 534, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
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- [26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 545, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
|
- [26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 186, 534, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
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- [26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 545, -1, -1, -1, -1, -1, -1, -1, -1, -1]
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- [26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 186, 186, 534, -1, -1, -1, -1, -1, -1, -1, -1, -1]
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- [26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 303, 303, -1, -1, -1, -1, -1, -1, -1]
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- [26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 186, 186, 186, 186, 186, 534, -1, -1, -1, -1, -1, -1]
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- [26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
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- [26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 186, 186, 186, 186, 186, 186, 534, -1, -1, -1, -1, -1]
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- [51, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
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- [51, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
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# Mapa de colisiones (0 = vacio, 1 = solido)
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# Mapa de colisiones (0 = vacio, 1 = solido)
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collision:
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collision:
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@@ -60,10 +59,10 @@ tilemap:
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- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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- [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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- [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0]
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- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 3, 0, 0, 0, 0, 0, 0]
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- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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- [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 3, 0, 0, 0, 0, 0]
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- [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
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- [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
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# Enemigos en esta habitación
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# Enemigos en esta habitación
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@@ -1,6 +1,5 @@
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room:
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room:
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bgColor: 34
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bgColor: 34
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border: 0
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tileSetFile: standard.gif
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tileSetFile: standard.gif
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# Conexiones de la habitación (null = sin conexión)
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# Conexiones de la habitación (null = sin conexión)
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@@ -25,22 +24,22 @@ tilemap:
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- [48, 50, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
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- [48, 50, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
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- [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
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- [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
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- [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
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- [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
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- [0, 2, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 8, -1, -1, -1, -1, -1, 504, 6, 7, 7, 7, 7, 7, 24, 26]
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- [0, 2, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 8, -1, -1, 510, 186, 7, 7, 7, 7, 7, 24, 26]
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- [24, 26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, -1, -1, -1, -1, -1, -1, 24, 26]
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- [24, 26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 510, 186, -1, -1, -1, -1, -1, -1, 24, 26]
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||||||
- [24, 26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
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- [24, 26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 510, 186, -1, -1, -1, -1, -1, -1, -1, 24, 26]
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||||||
- [24, 26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
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- [24, 26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 510, 186, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
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||||||
- [24, 26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
|
- [24, 26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 510, 186, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
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||||||
- [24, 26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
|
- [24, 26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 510, 186, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
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||||||
- [24, 26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
|
- [24, 26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 510, 186, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
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||||||
- [24, 26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, -1, 307, 307, 307, 307, -1, -1, -1, -1, -1, -1, -1, 24, 26]
|
- [24, 26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 510, 186, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
|
||||||
- [24, 26, -1, -1, -1, -1, -1, -1, -1, 6, 7, 7, 7, 7, 7, 8, -1, -1, -1, -1, -1, 305, 305, -1, -1, -1, -1, -1, -1, -1, 24, 26]
|
- [24, 26, -1, -1, -1, -1, -1, -1, -1, 266, 266, 266, 266, 266, 266, 186, 186, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
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- [24, 26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
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- [24, 26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
|
||||||
- [24, 26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 2, -1, -1, 307, 307, -1, -1, -1, -1, -1, -1, -1, 24, 26]
|
- [24, 26, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
|
||||||
- [48, 50, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 48, 50, 329, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
|
- [48, 50, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
|
||||||
- [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
|
- [-1, -1, -1, -1, -1, -1, -1, 169, 169, 169, 169, 169, 169, 169, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
|
||||||
- [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
|
- [-1, -1, -1, -1, -1, -1, -1, -1, 168, 168, 168, 168, 168, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 26]
|
||||||
- [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, 1, 2, -1, -1, -1, -1, -1, 24, 26]
|
- [-1, -1, -1, -1, -1, -1, -1, -1, 168, -1, 168, -1, 168, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, 1, 2, -1, -1, -1, -1, -1, 24, 26]
|
||||||
- [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 25, 25, 26, -1, -1, -1, -1, -1, 24, 26]
|
- [-1, -1, -1, -1, -1, -1, -1, -1, 168, 168, 168, 168, 168, -1, -1, -1, -1, -1, -1, -1, -1, 24, 25, 25, 26, -1, -1, -1, -1, -1, 24, 26]
|
||||||
- [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 53, 25, 25, 51, 555, 555, 555, 555, 555, 53, 51]
|
- [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 53, 25, 25, 51, 555, 555, 555, 555, 555, 53, 51]
|
||||||
# Mapa de colisiones (0 = vacio, 1 = solido)
|
# Mapa de colisiones (0 = vacio, 1 = solido)
|
||||||
collision:
|
collision:
|
||||||
@@ -48,19 +47,19 @@ tilemap:
|
|||||||
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
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- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
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- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
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- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
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- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
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- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
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- [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 4, 1, 1, 1, 1, 1, 1, 1, 1]
|
- [1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 4, 1, 1, 1, 1, 1, 1, 1, 1]
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||||||
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 1, 1]
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- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 1, 0, 0, 0, 0, 0, 0, 1, 1]
|
||||||
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
||||||
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
||||||
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
||||||
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
||||||
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
||||||
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
||||||
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
||||||
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
||||||
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
||||||
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
- [1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
||||||
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
- [0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
||||||
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
|
||||||
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1]
|
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1]
|
||||||
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1]
|
- [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1]
|
||||||
|
|||||||
Binary file not shown.
|
Before Width: | Height: | Size: 415 B After Width: | Height: | Size: 436 B |
@@ -181,14 +181,6 @@ void Player::handleJumpAndDrop() {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Drop-through: slope
|
|
||||||
if (wanna_down_ && state_ == State::ON_SLOPE) {
|
|
||||||
y_ += 1.0F;
|
|
||||||
vy_ = 0.0F;
|
|
||||||
transitionToState(State::ON_AIR);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Drop-through: plataforma passable
|
// Drop-through: plataforma passable
|
||||||
if (wanna_down_ && state_ == State::ON_GROUND) {
|
if (wanna_down_ && state_ == State::ON_GROUND) {
|
||||||
auto [tc, ox, oy] = getCollisionContext();
|
auto [tc, ox, oy] = getCollisionContext();
|
||||||
@@ -399,6 +391,17 @@ void Player::checkFalling() {
|
|||||||
// ON_GROUND: comprobar si sigue habiendo suelo
|
// ON_GROUND: comprobar si sigue habiendo suelo
|
||||||
float foot_y = (y_ + oy) + HEIGHT;
|
float foot_y = (y_ + oy) + HEIGHT;
|
||||||
if (!tc.hasGroundBelow(x_ + ox, foot_y, WIDTH)) {
|
if (!tc.hasGroundBelow(x_ + ox, foot_y, WIDTH)) {
|
||||||
|
// Sticking: si no hay suelo pero hay slope debajo, snapear a ella
|
||||||
|
// para transición suave suelo→slope (bajada de rampas sin caer)
|
||||||
|
auto slope = tc.checkSlopeBelow(x_ + ox, foot_y, WIDTH);
|
||||||
|
if (slope.on_slope) {
|
||||||
|
y_ = slope.surface_y - HEIGHT - oy;
|
||||||
|
slope_tile_x_ = slope.tile_x;
|
||||||
|
slope_tile_y_ = slope.tile_y;
|
||||||
|
slope_type_ = slope.type;
|
||||||
|
transitionToState(State::ON_SLOPE);
|
||||||
|
return;
|
||||||
|
}
|
||||||
vy_ = 0.0F;
|
vy_ = 0.0F;
|
||||||
transitionToState(State::ON_AIR);
|
transitionToState(State::ON_AIR);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -31,7 +31,6 @@ Room::Room(const std::string& room_path, std::shared_ptr<Scoreboard::Data> data)
|
|||||||
// Crea el renderizador del tilemap (necesita tile_map_, tile_set_width_, surface_, bg_color_, conveyor_belt_direction_)
|
// Crea el renderizador del tilemap (necesita tile_map_, tile_set_width_, surface_, bg_color_, conveyor_belt_direction_)
|
||||||
tilemap_renderer_ = std::make_unique<TilemapRenderer>(tile_map_, tile_set_width_, surface_, bg_color_, conveyor_belt_direction_);
|
tilemap_renderer_ = std::make_unique<TilemapRenderer>(tile_map_, tile_set_width_, surface_, bg_color_, conveyor_belt_direction_);
|
||||||
tilemap_renderer_->initialize(room->collision_tile_map);
|
tilemap_renderer_->initialize(room->collision_tile_map);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Destructor
|
// Destructor
|
||||||
|
|||||||
@@ -81,7 +81,9 @@ auto TileCollider::checkCeiling(float x, float y, float w) const -> float {
|
|||||||
int right_col = toTile(static_cast<int>(x + w - 1));
|
int right_col = toTile(static_cast<int>(x + w - 1));
|
||||||
|
|
||||||
for (int col = left_col; col <= right_col; ++col) {
|
for (int col = left_col; col <= right_col; ++col) {
|
||||||
if (isSolid(col, top_row)) {
|
auto tile = getTileAt(col, top_row);
|
||||||
|
// Slopes actúan como techo (no se atraviesan desde abajo)
|
||||||
|
if (tile == Tile::WALL || tile == Tile::SLOPE_L || tile == Tile::SLOPE_R) {
|
||||||
return static_cast<float>((top_row + 1) * TS);
|
return static_cast<float>((top_row + 1) * TS);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -93,9 +95,7 @@ auto TileCollider::checkCeiling(float x, float y, float w) const -> float {
|
|||||||
// Busca suelo entre foot_y_current y foot_y_new (rango de caída del frame).
|
// Busca suelo entre foot_y_current y foot_y_new (rango de caída del frame).
|
||||||
// WALL: siempre bloquea.
|
// WALL: siempre bloquea.
|
||||||
// PASSABLE: solo si los pies estaban por encima del borde superior del tile.
|
// PASSABLE: solo si los pies estaban por encima del borde superior del tile.
|
||||||
// SLOPE: solo si los pies estaban por encima de la superficie Y el jugador no está
|
// SLOPE: siempre bloquea (las slopes son sólidas, como muros en diagonal).
|
||||||
// parcialmente dentro de otra slope (evita aterrizar al hacer drop-through
|
|
||||||
// o al saltar a través de una slope desde abajo).
|
|
||||||
// NOLINTNEXTLINE(readability-function-cognitive-complexity)
|
// NOLINTNEXTLINE(readability-function-cognitive-complexity)
|
||||||
auto TileCollider::checkFloor(float x, float foot_y_current, float w, float foot_y_new) const -> FloorHit {
|
auto TileCollider::checkFloor(float x, float foot_y_current, float w, float foot_y_new) const -> FloorHit {
|
||||||
int start_row = toTile(static_cast<int>(foot_y_current));
|
int start_row = toTile(static_cast<int>(foot_y_current));
|
||||||
@@ -103,9 +103,6 @@ auto TileCollider::checkFloor(float x, float foot_y_current, float w, float foot
|
|||||||
int left_col = toTile(static_cast<int>(x));
|
int left_col = toTile(static_cast<int>(x));
|
||||||
int right_col = toTile(static_cast<int>(x + w - 1));
|
int right_col = toTile(static_cast<int>(x + w - 1));
|
||||||
|
|
||||||
// Si algún pie está por debajo de la superficie de algún slope → bloquear aterrizaje en slopes
|
|
||||||
bool block_slope_landing = isInsideAnySlope(x, foot_y_current, w);
|
|
||||||
|
|
||||||
FloorHit best;
|
FloorHit best;
|
||||||
|
|
||||||
for (int row = start_row; row <= end_row; ++row) {
|
for (int row = start_row; row <= end_row; ++row) {
|
||||||
@@ -121,11 +118,11 @@ auto TileCollider::checkFloor(float x, float foot_y_current, float w, float foot
|
|||||||
if (foot_y_current <= tile_top) {
|
if (foot_y_current <= tile_top) {
|
||||||
floor_y = tile_top;
|
floor_y = tile_top;
|
||||||
}
|
}
|
||||||
} else if (!block_slope_landing && (tile == Tile::SLOPE_L || tile == Tile::SLOPE_R)) {
|
} else if (tile == Tile::SLOPE_L || tile == Tile::SLOPE_R) {
|
||||||
float check_x = (tile == Tile::SLOPE_L) ? x : x + w - 1;
|
float check_x = (tile == Tile::SLOPE_L) ? x : x + w - 1;
|
||||||
float slope_y = getSlopeY(col, row, check_x);
|
float slope_y = getSlopeY(col, row, check_x);
|
||||||
// Solo aterrizar si los pies estaban por encima de la superficie
|
// Slopes son sólidas: aterrizar siempre que los pies lleguen a la superficie
|
||||||
if (foot_y_new >= slope_y && foot_y_current <= slope_y) {
|
if (foot_y_new >= slope_y) {
|
||||||
floor_y = slope_y;
|
floor_y = slope_y;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -204,15 +201,15 @@ auto TileCollider::checkSlopeBelow(float x, float foot_y, float w) const -> Slop
|
|||||||
for (int col = left_col; col <= right_col; ++col) {
|
for (int col = left_col; col <= right_col; ++col) {
|
||||||
auto tile = getTileAt(col, row);
|
auto tile = getTileAt(col, row);
|
||||||
if (tile == Tile::SLOPE_L) {
|
if (tile == Tile::SLOPE_L) {
|
||||||
float foot_x = (col == left_col) ? x : x + w - 1;
|
// SLOPE_L (\): alta a la izquierda → siempre pie izquierdo
|
||||||
float slope_y = getSlopeY(col, row, foot_x);
|
float slope_y = getSlopeY(col, row, x);
|
||||||
if (slope_y <= foot_y && slope_y >= foot_y - TS) {
|
if (slope_y <= foot_y && slope_y >= foot_y - TS) {
|
||||||
return {.on_slope = true, .type = Tile::SLOPE_L, .tile_x = col, .tile_y = row, .surface_y = slope_y};
|
return {.on_slope = true, .type = Tile::SLOPE_L, .tile_x = col, .tile_y = row, .surface_y = slope_y};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (tile == Tile::SLOPE_R) {
|
if (tile == Tile::SLOPE_R) {
|
||||||
float foot_x = (col == right_col) ? x + w - 1 : x;
|
// SLOPE_R (/): alta a la derecha → siempre pie derecho
|
||||||
float slope_y = getSlopeY(col, row, foot_x);
|
float slope_y = getSlopeY(col, row, x + w - 1);
|
||||||
if (slope_y <= foot_y && slope_y >= foot_y - TS) {
|
if (slope_y <= foot_y && slope_y >= foot_y - TS) {
|
||||||
return {.on_slope = true, .type = Tile::SLOPE_R, .tile_x = col, .tile_y = row, .surface_y = slope_y};
|
return {.on_slope = true, .type = Tile::SLOPE_R, .tile_x = col, .tile_y = row, .surface_y = slope_y};
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -821,11 +821,20 @@ void Game::checkPlayerIsOnBorder() {
|
|||||||
// La dirección es la opuesta: si salimos por TOP, la vieja queda en BOTTOM
|
// La dirección es la opuesta: si salimos por TOP, la vieja queda en BOTTOM
|
||||||
Room::Border opposite = Room::Border::NONE;
|
Room::Border opposite = Room::Border::NONE;
|
||||||
switch (BORDER) {
|
switch (BORDER) {
|
||||||
case Room::Border::TOP: opposite = Room::Border::BOTTOM; break;
|
case Room::Border::TOP:
|
||||||
case Room::Border::BOTTOM: opposite = Room::Border::TOP; break;
|
opposite = Room::Border::BOTTOM;
|
||||||
case Room::Border::LEFT: opposite = Room::Border::RIGHT; break;
|
break;
|
||||||
case Room::Border::RIGHT: opposite = Room::Border::LEFT; break;
|
case Room::Border::BOTTOM:
|
||||||
default: break;
|
opposite = Room::Border::TOP;
|
||||||
|
break;
|
||||||
|
case Room::Border::LEFT:
|
||||||
|
opposite = Room::Border::RIGHT;
|
||||||
|
break;
|
||||||
|
case Room::Border::RIGHT:
|
||||||
|
opposite = Room::Border::LEFT;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
player_->setAdjacentRoom(transition_old_room_, opposite);
|
player_->setAdjacentRoom(transition_old_room_, opposite);
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user